Current Character Background: Un Na-Yeong

Future Genre Types: Imperial Space - Humanitys presence among the stars is no longer new. Space has been settled for centuriesperhaps even millenniaand vast interstellar empires dominate known space. These powerful states control hundreds or thousands of star systems, bound together by reliable and relatively economical faster-than-light travel. For governments, militaries, and commerce, interstellar travel is routine. For most civilians, however, life begins and ends on a single homeworld they will never leave. War is a constant feature of imperial life, though it rarely reaches civilian populations directly. Instead, its effects are felt through political upheaval, resource shortages, conscription, and shifting allegiancesoften more disruptive than invasion itself. Technological development may have plateaued or slipped into stagnation; innovation is rare, and new discoveries seldom change daily life. In some regions, ancient technologies persist long after their creators are forgotten, while critical knowledge slowly erodes. Interstellar conflict is frequent, fought between rival empires, against xenophobic alien powers, or by rebels and insurgents struggling to overthrow entrenched, authoritarian regimes. FeaturesBackgrounds:Characters come from many walks of life, though a large number of adventurers have military experience.Alien Presence:The role of alien races varies by setting. Some universes teem with countless species, others are largely human-centric, and some may lack sentient aliens entirely. Personal Spacecraft:When an encounter grants the character a personal spacecraft, roll {1d10}. On a result of 410, the ship is reasonably up to date with current technology. On a lower result, it is an outdated clunkerbarely competitive on the spacewaysoften relying on obsolete, temperamental, or dangerously antiquated interstellar travel systems.

Character Species: Human - Standard issue pure stain human being. This includes all it's faults and flaws humanity has been battling since the beginning.

Tech Level: Second Stellar Age - Most stellar colonies are independent of home planet. Faster-than-Light (FTL) drives now capable of rapid jumps between stars, crossing the gaps between stars in a matter of weeks. FTL communication allows information to travel between stars. Powerful non-laser energy weapons found on large ships and battle machines.

Home Culture: Developing - This is a culture that is making great strides to improve itself technologically, socially, and morally. Usually it is coming up from Barbarism or making a comeback from Decadence, or Retrogression (see below). A developing Culture is a "civilized" culture. Its governments tavorthose that offer representation of the peoples' interests. Its people are aggressive, have a good self image and a desire to make things better for themselves and their children. These people often place substantial emphasis on the moral concerns of technology development. Gameplay Benefits: {1d6}. On a result of 3-5. select one Lightside trait. On a result of 6, select {1d3} Lightside personality traits from Lightside Traits and one trait from Neutral Traits. Roleplay: A character from a Developing culture could easily be a pioneer, willing to take risks for the good of other people Instead of personal gain. Emphasis is placed on Lightside values. Survival Skills: (additional skills, GMs Discretion).

Social Status: Comfortable - This is the middle class of any Culture, regardless of the Tech Level or average wealth of its citizens. These folk usually live in clean, nicely apportioned homes or apartments, often in better neighborhoods. They eat regularly and occasionally very well. Children are schooled and often go on to higher education. They usually own conservative forms of transport - a modest ground car or other inexpensive vehicle. Luxuries include travel vacations, good food, the ability to hire occasional menial services, nice clothing, and leisure devices. This class includes "impoverished" nobility, upper level office workers, professors and teachers, skilled craftsmen and technicians, highly-skilled laborers, lower govem ment officials, low-ranking military officers, lesser clergy, and shopkeepers. Folk from this Social Status are considered to represent the mainstream of their Culture's beliefs and attitudes.

Social Status: Nobility: Commoner - Commoner/Not of a Noble Line

Birth Legitimacy: Illegitimate - Illegitimate Birth

Family Members: Guardian - None known. Raised in an Orphanage. Character believes there is family out there.

Siblings & Birth Order: 9 - seventh of 10

Home World: Core World - Core World

Home World Types: Glacial world - Mostly ice and snow, but life can exist here.

Place of Birth: Hospital - The character is born in a fully equipped hospital or major medical facility.

Unusual Events at Birth: None - Nothing unusual. Normal Birth

Parents/Family Details: Head of household has one occupation.

Sibling 1

Appearances: Multiple - Multiple features.

Appearances: Out-of-Date Clothing - The character dresses in fashions from an earlier era, clearly behind current styles.

Appearances: Rebellious Style - The character dresses in a way that signals cultural, political, or social opposition.

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Chemistry

Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. NPC is particularly loving towards family.

Sibling 2

Appearances: Casual Demeanor - The character appears perpetually relaxed, rarely hurried or visibly stressed.

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Architect: the designer of impressive buildings, both public and private.

Noteworthy Items of Parents/NPCs: NPC is noted for his appearance.

Appearances: Severe Dress - The character favors strict, no-nonsense clothing with no ornamentation.

Appearances: Alien/Unsettling Appearance - The character has an unusual, strange, or subtly alien look.

Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. Is unfaithful to spouse.

Sibling 3

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Physics

Noteworthy Items of Parents/NPCs: NPC untimely dies during adulthood.

Death Situations: Victim is thrown into prison because at someone's actions and later dies there - the victim committed a crime against someone and was justly imprisoned.

Death Situations: Special Circumstances: No special circumstances surround this death

Noteworthy Items of Parents/NPCs: NPC was horribly wounded once.

Serious Wounds/Injury: Brain Injury & Skill Degradation - Head trauma causes brain damage. Reduce multiple skills (GM discretion).

Serious Injuries, About this Injury ...: Bionic Replacement - The damaged body part has been replaced with a bionic component.

Bionics: Function: Specialized Enhancement - (10% Malfunction Rate) The cybernetic part functions as an enhanced replacement and grants one or more special capabilities beyond normal biology. Examples: Bionic eyes with infrared, ultraviolet, telescopic, or microscopic vision. Bionic lungs capable of breathing air, water, or toxic atmospheres. Bionic limbs with integrated tools or concealed weapons. Exact abilities are determined by the GM.

Bionics: Device Appearance: Obvious Machine - The cybernetic part roughly resembles its biological counterpart and is integrated into the body, but it is unmistakably artificial. Exposed seams, metallic surfaces, or visible mechanisms make its nature obvious at a glance.

Serious Wounds/Injury: Severed Right Foot - The character permanently loses their right foot. Movement speed is reduced to half unless an artificial limb is attached. Roll {d100} to determine the percentage of speed regained with the prosthetic.

Serious Injuries, About this Injury ...: No Lasting Effects - The injury healed cleanly and left no lingering physical, neurological, or psychological consequences.

Sibling 4

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Banker: keeps track of other folks credit and loans credits to make credits.

Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. NPC is particularly loving towards family.

Sibling 5

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Contractor: oversees the construction of private and public buildings.

Noteworthy Items of Parents/NPCs: NPC untimely dies. If sibling, it occurs during adolescence. If parent or guardian, it occurs in early adulthood.

Death Situations: The deceased sacrificed his or her life - To save a relative whose life was endangered by someone's actions,

Death Situations: Special Circumstances: No special circumstances surround this death

Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for a Lightside personality trait.

Personality Traits: Lightside: Sober - Serious, plain-thinking, straightforward.

Sibling 6

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Farm worker: Agriculture technician

Noteworthy Items of Parents/NPCs: NPC is noted for his extremely unusual personality. Link the Exotic Personality Traits together in some fashion. Collectively, they should make the NPC character even stranger, possibly a real weirdo.

Exotic Personality Traits: Categories: Mental Affliction - Mental Affliction

Exotic Personality Traits: Mental Affliction: Multiple personalities - The person literally becomes someone else. {1d3} additional personnas may manifest themselves, usually to help the character deal with something his "normal" identity can't handle. Each individual personality should have one key personality trait that typifies it, possibly basing the entire personality around that trait. See the trait in Personality Triait Types.

Alignment & Attitude: Personality Traits 2: Lightside Trait - Lightside Trait

Personality Traits: Lightside: Well-mannered - Polite, courteous.

Exotic Personality Traits: Categories: Behavior Tag - Behavior Tag

Exotic Personality Traits: Behavior Tags: Neatnik - This is an obsessively neat person. Personal effects are always clean, polished, sharp, well-organized, and neatly arranged. Dislikes mess and has a 10% chance to have a phobia regarding dirt.

Noteworthy Items of Parents/NPCs: NPC is noted for or hesitant to speak of something that occured in his past. NPC is famous for the occurance of a Significant Event, possibly even a hero.

Significant Adulthood Events: Military Service Press-Ganged - The character is forcibly recruited to meet a military quota.

Military Duties: Branch of Service: Mercenaries - Special duty. Special duty. (See Special Duties)

Military Duties: Special Duties: Quartermaster corps. Provide supplies.

Military Skills: Combat Skills: Survival Sense - an instinct about combat, and how to cause the most damage (bonus GM's discretion)

Military Skills: Combat Skills: Survival Sense - an instinct about combat, and how to cause the most damage (bonus GM's discretion)

Military Skills: Special Survival Skills: Tracking (following tracks).

Military Skills: Special Survival Skills: Pathfinding, Finding one's way in the wilderness.

Military Rank: Staff Sergeant/1st Class Petty Officer

Military Experience: A fierce war breaks out. The situation is grim. All Noncombat troops are put in the field as light infantry. The war is a multi-faction civil war The characters unit is in the thickest fighting for months and sees more action than most. The characters unit is in the thickest fighting for months and sees more action than most. Several battles occur. (See Battle Ready!)

War Time: The Character's side suffers light casulties.

War Time: Character's immediate superior officer is slain and he assumes command (effectively a field promotion, by one rank).

War Time: Regardless of his performance in battle, the character is accused of dereliction of duty and is court-martialed and demoted one rank.

War Time: An act of the character reverses the battle's outcome - a losing battle is won - and he is recognized for it by being promoted {1d3} ranks.

War Time: Regardless of the outcome of this battle, the character performed a successful heroic mission that did real damage tot he enemy's ability to wage war. Because of this, the conflict ends in {1d6} months and innumerable lives are saved.

War Time: Character fought well. Many foe died at his hands.

Noteworthy Items of Parents/NPCs: NPC is from a foreign place (either land or world).

Sibling 7

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Merchant

Merchants: Monopoly: See below for type business. The merchant controls all businesses of this sort in either a major city or a small country.

Merchants: Jewelry Dealer: Trades in gemstones and jewelry.

Noteworthy Items of Parents/NPCs: NPC was horribly wounded once.

Serious Wounds/Injury: Brain Injury & Cognitive Loss - Head trauma causes brain damage. Reduce the Intelligence attribute.

Serious Injuries, About this Injury ...: Chronic Pain - The injury causes constant pain. Without painkillers or relief, the character must succeed on a check to perform actions requiring concentration.

Serious Wounds/Injury: Back Injury - The character suffers a serious spinal or muscular injury. Reduce Strength by {1d6} points permanently.

Serious Injuries, About this Injury ...: Bionic Replacement - The damaged body part has been replaced with a bionic component.

Bionics: Function: Duplicate Original - (5% Malfunction Rate) The cybernetic part functions as well as its organic counterpart. It does not tire, degrade normally, or suffer from fatigue, but provides no inherent enhancement.

Bionics: Device Appearance: Obvious Machine - The cybernetic part roughly resembles its biological counterpart and is integrated into the body, but it is unmistakably artificial. Exposed seams, metallic surfaces, or visible mechanisms make its nature obvious at a glance.

Serious Wounds/Injury: Severed Left Leg - The character permanently loses their left leg. Movement speed is reduced to half unless an artificial limb is attached. Roll {d100} to determine the percentage of speed regained with the prosthetic.

Serious Injuries, About this Injury ...: Neurological Side Effects - The injury causes tremors, numbness, phantom sensations, or delayed responses, especially under stress.

Noteworthy Items of Parents/NPCs: NPC untimely dies. If sibling, it occurs during childhood. If parent or guardian, it occurs in early adulthood

Death Situations: Victim died while dueling. A reason for a duel needs to be constructed (be creative!).

Death Situations: Special Circumstances: No special circumstances surround this death

Sibling 8

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Laborer: Warehouse worker

Noteworthy Items of Parents/NPCs: NPC has an obsession regarding something that had happened (or might happen), something that dominates the rest of his life. The working out of a personality trait. - Darkside Trait

Personality Traits: Darkside: Disrespectful - Does not show respect.

Sibling 9

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Marketing Specialist: knows how to promote and popularize people, consumer goods, corporations and so on

Noteworthy Items of Parents/NPCs: NPC has many enemies. The rivals seeks out the character.

Rivals: Who?: Sibling (older).

Rivals: Why?: They seek the same goal.

Rivals: What?: Jealous: Rival dislikes the character, and takes secret pleasure in embarassing, thwarting or beating him. Physical injury is usually not intended, but if it happens, it happens. Rival may be appear to be a friend or ally.

Rivals: Who?: A former lover/best friend/love interest/crush.

Rivals: Why?: An insult was percieved by one or the other.

Rivals: What?: Jealous: Rival dislikes the character, and takes secret pleasure in embarassing, thwarting or beating him. Physical injury is usually not intended, but if it happens, it happens. Rival may be appear to be a friend or ally.

Rivals: Who?: An Alien. See Aliens.

Aliens: Bestial - A humanoid/anthropomorphized version of a common animal. These beings display animal traits combined with higher intelligence, tool use, or speech.

Aliens, Bestial: Canine - Dog- or wolf-like beings known for endurance, pack behavior, and keen tracking instincts.

Aliens, Biology: Bipedal - Upright beings that move primarily on two limbs. Body structure may vary widely despite the shared stance.

Talents, Mutations & Alien Abilities: Psionic Resistance - Character has a natural immunity to psionics. Use a system compatible with your system or {1d8}x5. The result is the percentage chance that the character will be immune to the effects of any psionic ability used against him.

Aliens, Biology: Aerial - Flying beings adapted for sustained flight. They may possess wings, gas bladders, anti-gravity organs, or other flight mechanisms.

Talents, Mutations & Alien Abilities: Unusual Size Large - The character is 2060% larger than the species norm. Apply an appropriate Dexterity or agility penalty (GM discretion).

Rivals: Why?: Rival is jealous of the character's possessions.

Rivals: What?: Jealous: Rival dislikes the character, and takes secret pleasure in embarassing, thwarting or beating him. Physical injury is usually not intended, but if it happens, it happens. Rival may be appear to be a friend or ally.

Rivals: Who?: A professional rival, with the same occupation.

Rivals: Why?: An insult was percieved by one or the other.

Rivals: What?: Friendly: Rival and character can still be friends. Rival enjoys competing against the character. Rival may even remain a good friend.

Rivals: Who?: An enemy of the family.

Rivals: Why?: Rival is jealous of the character's looks.

Rivals: What?: Jealous: Rival dislikes the character, and takes secret pleasure in embarassing, thwarting or beating him. Physical injury is usually not intended, but if it happens, it happens. Rival may be appear to be a friend or ally.

Rivals: Who?: Sibling (older).

Rivals: Why?: Multiple Reasons

Rivals: Why?: Multiple Reasons

Rivals: Why?: An insult was percieved by one or the other.

Rivals: What?: Jealous: Rival dislikes the character, and takes secret pleasure in embarassing, thwarting or beating him. Physical injury is usually not intended, but if it happens, it happens. Rival may be appear to be a friend or ally.

Rivals: Why?: They are sporting event rivals.

Rivals: What?: Deadly: This is a potentially fatal hatred. Severely Injuring the character in any way is the rival's goal. He plots and plans the character's downfall as a part of his own path to success. Given the chance, the rival will kill the character.

Rivals: What?: Friendly: Rival and character can still be friends. Rival enjoys competing against the character. Rival may even remain a good friend.

Rivals: Why?: Always trying to outdo each other in everything.

Rivals: What?: Fierce: Rival hates the character bitterly. This is an unhealable grudge. This rivalry often clouds judgement and could lead to no-holds-barred conflict. The rival maximizes all opportunities to thwart the character, hoping to cause injury in so doing.

Rivals: What?: Intense: Rival hates the character, and goes out of his way to foil him. Secretly hopes for the chance to injure the character in some way (physically, emotionally, financially, socially, etc.)

Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. NPC is particularly loving towards family.

Significant Childhood Events:

A change or upheaval occurs in the characters family. Character changes locale. The move to a neighboring system

Significant Childhood Events: Family arranges admittance to prestigious military academy. Upon reaching adulthood, character automatically enters the military as an officer. (See Military Events below - apply these to adulthood events)

Military Duties: Branch of Service: Mercenaries - Armored Cavalry. Tanks.

Military Skills: Combat Skills: Endurance Exercises. For each the character gains this skill, the character can improve his Constitution attribute. (bonus GM's discretion)

Military Skills: Special Survival Skills: Find food (plant & animal).

Military Skills: Vehicle Skills: Trick driving. Special stunts & survival tactics,

Military Skills: Vehicle Skills: Improve an existing military skill

Military Rank: Platoon Sergeant/Chief

Military Experience: A fierce war breaks out - a holy war against enemies of the main religion.. The situation is grim. All Noncombat troops are put in the field as light infantry. The characters unit is in the thickest fighting for months and sees more action than most. The characters unit is in the thickest fighting for months and sees more action than most. Several battles occur. (See Battle Ready!)

War Time: Character sees action, but nothing noteworthy.

War Time: Additional Battle Ready Events

War Time: Character fought well and with notable heroism. Many comrades owe their lives to his heroics. The character is promoted one rank for his valor (or made a commisioned officer if not an officer).

War Time: Character was a coward in battle. Roll a {1d6}. The character is demoted {1d3} ranks for cowardice.

War Time: The character's side is utterly destroyed. Character is demoted one Rank.

War Time: Additional Battle Ready Events

War Time: Additional Battle Ready Events

War Time: Character sees action, but nothing noteworthy.

War Time: The carnage was awesome. {1d100}% of the character's side was killed. The character almost died when he recieved a grave injury. (See Serious Wounds.) He is fitted with a bionic part to replace the damaged member. (See Bionics for details.)

Serious Wounds/Injury: Genital Injury - The injury permanently eliminates the characters sex drive.

Serious Injuries, About this Injury ...: No Lasting Effects - The injury healed cleanly and left no lingering physical, neurological, or psychological consequences.

Bionics: Replacement Parts: Both Hands - Cyber Both Hands

Bionics: Function: Duplicate Original - (5% Malfunction Rate) The cybernetic part functions as well as its organic counterpart. It does not tire, degrade normally, or suffer from fatigue, but provides no inherent enhancement.

Bionics: Device Appearance: Obvious Machine - The cybernetic part roughly resembles its biological counterpart and is integrated into the body, but it is unmistakably artificial. Exposed seams, metallic surfaces, or visible mechanisms make its nature obvious at a glance.

War Time: Character's immediate superior officer is slain and he assumes command (effectively a field promotion, by one rank).

War Time: Character fought well. Many foe died at his hands.

War Time: Character sees action, but nothing noteworthy.

War Time: Character is the only survivor of his unit.

Significant Childhood Events: Family gives the character a hunting lodge estate with {1d10} square miles of property on a distant forest world.

Significant Childhood Events: Family has the a certain attitudes towards the character. Mother is distant and cold towards the character.

Significant Adolescence Events: Military Academy Admission - The family secures the characters admission to a prestigious military academy. Upon adulthood, the character enters military service as an officer.

Military Duties: Branch of Service: Aquatic Navy - Field Technician. On-site repairman.

Military Skills: Combat Skills: Survival Sense - an instinct about combat, and how to cause the most damage (bonus GM's discretion)

Military Skills: Aquatic Naval Skills: Computers. Operate, program and maintain them

Military Skills: Aquatic Naval Skills: Climbing

Military Skills: Aquatic Naval Skills: Computers. Operate, program and maintain them

Military Rank: Specialist/Seaman Specialist/Spaceman Specialist

Military Experience: A fierce war breaks out. The situation is grim. All Noncombat troops are put in the field as light infantry. The war is a multi-faction civil war The characters unit is in the thickest fighting for months and sees more action than most. The characters unit is in the thickest fighting for months and sees more action than most. Several battles occur. (See Battle Ready!)

War Time: An act of the character reverses the battle's outcome - a winning battle lost. He is demoted {1d3} ranks.

War Time: Character fought well. Many foe died at his hands. The character may improve one weapon skill.

War Time: An act of the character reverses the battle's outcome - a winning battle lost

Significant Adolescence Events: Branded by Association - Rumors spread that the character is associated with a particular group, true or not, affecting reputation.

Other Groups - Factions: Criminal Syndicate - Organized crime groups involved in smuggling, black markets, and illicit trade across systems.

Other Groups - Factions, Crime Syndicate: Ashfall Syndicate - Crime family rooted in devastated worlds and post-war ruins.

Education : Outstanding Education.

Occupations Selection: LoTech Occupation.

Lo Tech Occupations: Forester: a warrior, guide and hunter who knows the forest, its flora and its fauna.

Occupations Selection: An unusual skill is practiced as an occupation.

Unusual Skills: Negotiation & Diplomacy - Skilled in resolving disputes, brokering agreements, and navigating political or social tensions.

Significant Adulthood Events: Tragedy - Something terrible happens to the character. See Tragedy Events.

Tragedies : War ravages the characters homeland. The character is conscripted into military duty. (See Military Events)

Tragedies : A vehicle accident kills {1d3} family members, another person and nearly kills the character. Competant plastic surgery gives the character a new face, but he must live with results of serious woulds. Accident: Driving conditions were bad.

Serious Wounds/Injury: Brain Injury - Head injury causes brain damage.

Exotic Personality Traits: Mental Affliction: Severely Phobic - Unreasoning, obsessive fear of something of the GM's choice.

Serious Injuries, About this Injury ...: Limited Mobility - The injured area has reduced range of motion, causing awkward movement, slower reactions, or difficulty with precise tasks.

Serious Wounds/Injury: Lost Teeth - The character loses {1d4} teeth, affecting appearance, speech, or eating.

Serious Injuries, About this Injury ...: Bionic Replacement - The damaged body part has been replaced with a bionic component.

Bionics: Function: Specialized Enhancement - (10% Malfunction Rate) The cybernetic part functions as an enhanced replacement and grants one or more special capabilities beyond normal biology. Examples: Bionic eyes with infrared, ultraviolet, telescopic, or microscopic vision. Bionic lungs capable of breathing air, water, or toxic atmospheres. Bionic limbs with integrated tools or concealed weapons. Exact abilities are determined by the GM.

Bionics: Device Appearance: External Organ Machine - The cybernetic device duplicates the function of the missing organ or limb but not its appearance. It is clearly a machine attached to or carried by the character.Examples: an external heartlung unit, a mounted robotic manipulator arm, or a backpack-linked life-support organ.

Tragedies : War ravages the characters homeland. Two additional tragedies.

Tragedies : A favorite pet dies painfully. The death was caused by someone else.

Others: A Group.

Other Groups: Government work crew - Expect to find about three supervisors for each worker.

Tragedies : The character is disinherited by parents.

Military Experience: Characters unit is involved in numerous skirmishes and one erupts into a major battle (See Battle Ready!)

War Time: Character's immediate superior officer is slain and he assumes command (effectively a field promotion, by one rank).

Significant Adulthood Events: Job Loss - The Character loses their job because the employer goes out of business.

Personality Traits: Lightside: Peacemaker - Attempts to calm others.

Personality Traits: Lightside: Wise - Understands what is true, right or lasting.

Personality Traits: Lightside: Imaginative - A clever, resourceful mind.

Personality Traits: Neutral: Curious - Curious: inquisitive, needs to know,

Personality Traits: Neutral: Immature - Immature: acts younger than age,

Personality Traits: Neutral: Conservative - Conservative: restrained, resistant to change for change sake, traditional valued, individualistic

Personality Traits: Darkside: Selfish - Unwilling to share time and possessions.

Personality Traits: Darkside: Slovenly - Messy, nothing Is ever put away.

Personality Traits: Darkside: Cowardly - Afraid to face adversity.

Personality Traits: Darkside: Filthy - Knows nothing of hygiene.

Personality Traits: Darkside: Greedy - Hoards all for set

Personality Traits: Darkside: Lazy - Difficult to get motivated.